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animation tutorials

Posted: Thu Feb 01, 2007 12:15 am
by scott
i am in need of some animation tutorials on how to animate a human, i have tried but i belive i have set the skeleton up wrong as every time i animate the mesh twists and deforms in undesierd ways, im using milkshape and i can get some movement, the fingers and knees as they are a simple forward backward motion, but im trying to do things such as the arms while they can twist and move back and forth and up and down and it deforms the mesh in ways that it looks realy bad.

Posted: Thu Feb 01, 2007 1:27 am
by jonas
Are you having trouble with the skinning/animation or just animation? Here's a tutorial for setting up a skeleton. The same site has a couple other animation tutorials.

And here's one
Another one
Here's another I don't remember if this one has animation or not. It does show the modelling process and rigging I know for sure.

Posted: Thu Feb 01, 2007 5:19 pm
by scott
thancks jonas, i beleive i have the rigging sorted and was thinking about it last night and i think the problem is just down to the way mesh deformation works, at the moment i am trying to twist the arm, it can twist 180 while its by your side, when twisting the arm it looks realy bad in milkshape while bending works fine, at the moment i have a model of a human with his hands facing forward by his side and i want to rotate the arm so that the hand faced towards the leg, and the elbow faced away from the body. any help would be good.

Posted: Thu Feb 01, 2007 5:31 pm
by psYco
Ja ive had the same problems... :? Its like in real life the arm would just kinda roll around in the skin without the shoulder moving, but in milkshape the shoulder and elbow become all messed up and it looks rubbish, :evil:

Posted: Thu Feb 01, 2007 5:32 pm
by Juutis
Yeah the 'ball joints', the ones that rotate all the way around, are the hardest ones to make. I can't really explain how to do it, but there is a way to get them work really well. You just need to experiment with different ways of setting the vertices. How well the places bend and rotate is up to the model.

Posted: Thu Feb 01, 2007 5:34 pm
by scott
the only way i can see of getting round this problem, not a very good solution at all, create another set of poly gons the same shape as the arm but probably just a pixle or two under the sholder, make another joint between the sholder and elbow joint and have this new joint rotate and the deformation should be un-noticable as the rotation would occure in the few pixle hight between the new set of verticies and the sholder verticies. but this causes the problem of higher polly count...

Posted: Tue Feb 06, 2007 11:37 pm
by scott
i got an answer to my problem DONT USE LIGHT COLOURS, i used a light pink and dark shadows kept apearing, change it to a dark colour and sorted :D